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                <ol class="chapter"><li class="chapter-item expanded "><a href="../index.html"><strong aria-hidden="true">1.</strong> 快速开始</a></li><li class="chapter-item expanded "><a href="../quick/struct.html"><strong aria-hidden="true">2.</strong> 项目结构</a></li><li class="chapter-item expanded "><a href="../quick/command.html"><strong aria-hidden="true">3.</strong> SDK命令指引</a></li><li class="chapter-item expanded "><a href="../quick/update.html"><strong aria-hidden="true">4.</strong> 更新日志</a></li><li class="chapter-item expanded "><div><strong aria-hidden="true">5.</strong> 功能库</div></li><li><ol class="section"><li class="chapter-item expanded "><a href="../lib/api.html" class="active"><strong aria-hidden="true">5.1.</strong> API</a></li><li class="chapter-item expanded "><a href="../lib/attr.html"><strong aria-hidden="true">5.2.</strong> 属性 Attr</a></li><li class="chapter-item expanded "><a href="../lib/japi.html"><strong aria-hidden="true">5.3.</strong> JAPI</a></li><li class="chapter-item expanded "><a href="../lib/hslk1.html"><strong aria-hidden="true">5.4.</strong> Slk入门</a></li><li class="chapter-item expanded "><a href="../lib/hslk2.html"><strong aria-hidden="true">5.5.</strong> Slk进阶</a></li><li class="chapter-item expanded "><a href="../lib/hslk_f6.html"><strong aria-hidden="true">5.6.</strong> Slk原生物编字段</a></li><li class="chapter-item expanded "><a href="../lib/hslk_misc.html"><strong aria-hidden="true">5.7.</strong> Slk与MISC数据</a></li><li class="chapter-item expanded "><a href="../lib/sync.html"><strong aria-hidden="true">5.8.</strong> Sync同步</a></li></ol></li><li class="chapter-item expanded "><div><strong aria-hidden="true">6.</strong> 例子</div></li><li><ol class="section"><li class="chapter-item expanded "><a href="../example/leaderBoard.html"><strong aria-hidden="true">6.1.</strong> 使用排行榜</a></li><li class="chapter-item expanded "><a href="../example/multiBoard.html"><strong aria-hidden="true">6.2.</strong> 使用多面板</a></li><li class="chapter-item expanded "><a href="../example/dialog.html"><strong aria-hidden="true">6.3.</strong> 难度选择对话框</a></li><li class="chapter-item expanded "><a href="../example/pickHero.html"><strong aria-hidden="true">6.4.</strong> 常见两种选英雄</a></li><li class="chapter-item expanded "><a href="../example/attack.html"><strong aria-hidden="true">6.5.</strong> 简单刷兵</a></li></ol></li><li class="chapter-item expanded "><div><strong aria-hidden="true">7.</strong> 其他学习</div></li><li><ol class="section"><li class="chapter-item expanded "><a href="../other/jetbrain.html"><strong aria-hidden="true">7.1.</strong> Jetbrain设置</a></li><li class="chapter-item expanded "><a href="../other/q_a.html"><strong aria-hidden="true">7.2.</strong> 询问的技巧</a></li><li class="chapter-item expanded "><a href="../other/dz.html"><strong aria-hidden="true">7.3.</strong> 平台上线须知</a></li><li class="chapter-item expanded "><a href="../other/war3_tec.html"><strong aria-hidden="true">7.4.</strong> 魔兽作图小技巧</a></li><li class="chapter-item expanded "><a href="../other/war3_terrainArt.html"><strong aria-hidden="true">7.5.</strong> 魔兽地形贴图路径</a></li><li class="chapter-item expanded "><a href="../other/lua_engine.html"><strong aria-hidden="true">7.6.</strong> YDLua引擎</a></li><li class="chapter-item expanded "><a href="../other/ui_fdf.html"><strong aria-hidden="true">7.7.</strong> UI &amp; FDF</a></li></ol></li><li class="chapter-item expanded "><div><strong aria-hidden="true">8.</strong> 小小专栏</div></li><li><ol class="section"><li class="chapter-item expanded "><a href="../xxqq/BV1nV411J7FB.html"><strong aria-hidden="true">8.1.</strong> 基础指令介绍</a></li><li class="chapter-item expanded "><a href="../xxqq/BV1TK4y1Z7eB.html"><strong aria-hidden="true">8.2.</strong> hslk高级用法演示1</a></li><li class="chapter-item expanded "><a href="../xxqq/BV1M64y117sB.html"><strong aria-hidden="true">8.3.</strong> hslk高级用法演示2</a></li><li class="chapter-item expanded "><a href="../xxqq/BV1ZV411J7JJ.html"><strong aria-hidden="true">8.4.</strong> hslk高级用法演示3</a></li><li class="chapter-item expanded "><a href="../xxqq/BV1iv411L7CP.html"><strong aria-hidden="true">8.5.</strong> UI之sync演示</a></li><li class="chapter-item expanded "><a href="../xxqq/BV1Hy4y1s7cj.html"><strong aria-hidden="true">8.6.</strong> 构建酒馆与小地图UI显示头像</a></li><li class="chapter-item expanded "><a href="../xxqq/BV1Lh411v7pR.html"><strong aria-hidden="true">8.7.</strong> 伤害排行榜</a></li><li class="chapter-item expanded "><a href="../xxqq/upscale.html"><strong aria-hidden="true">8.8.</strong> 高端演示</a></li></ol></li></ol>            </div>
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                    <main>
                        <h2 id="api大全"><a class="header" href="#api大全">API大全</a></h2>
<ul>
<li>[B]blizzard.lua</li>
<li>[L]<strong>console\build.lua</strong></li>
</ul>
<pre><code>print(...)
print_stack(...)
print_mb(...)
print_err(val)
print_r(t, printMethod, showDetail)
print_mbr(t)
</code></pre>
<ul>
<li>[L]<strong>console\hslk.lua</strong></li>
</ul>
<pre><code>rem(key1, key2)
print_stack(...)
print_r(t)
sub_print_r(tt, indent)
</code></pre>
<ul>
<li>[L]<strong>console\test.lua</strong></li>
</ul>
<pre><code>JassRuntime.error_handle(msg)
print(...)
print_stack(...)
print_mb(...)
print_err(val)
print_r(t, printMethod, showDetail)
sub_print_r(tt, indent)
print_mbr(t)
</code></pre>
<ul>
<li>[B]const\abilityTarget.lua</li>
<li>[B]const\attribute.lua</li>
<li>[B]const\attributeXtras.lua</li>
<li>[B]const\breakArmorType.lua</li>
<li>[B]const\cache.lua</li>
<li>[B]const\damageSource.lua</li>
<li>[B]const\damageType.lua</li>
<li>[B]const\enchant.lua</li>
<li>[B]const\event.lua</li>
<li>[B]const\hero.lua</li>
<li>[B]const\hotKey.lua</li>
<li>[B]const\item.lua</li>
<li>[B]const\keyboard.lua</li>
<li>[B]const\monitor.lua</li>
<li>[B]const\target.lua</li>
<li>[B]const\textTag.lua</li>
<li>[L]<strong>const\ubertip.lua</strong></li>
</ul>
<pre><code>CONST_UBERTIP_TARGET_LABEL(target, actionType, actionField, isValue)
CONST_UBERTIP_IS_PERCENT(key)
CONST_UBERTIP_IS_LEVEL(key)
CONST_UBERTIP_ATTR_XTRAS(data, indent)
CONST_UBERTIP_ATTR(attr, sep, indent)
CONST_UBERTIP_RING_ABILITY(data)
CONST_UBERTIP_RING_ITEM(data)
CONST_RESEARCH_UBERTIP_ATTR(attr)
CONST_RESEARCH_UBERTIP_RING_ABILITY(data)
</code></pre>
<ul>
<li>[B]const\unit.lua</li>
<li>[L]<strong>echo.lua</strong></li>
</ul>
<pre><code>echo(msg, whichPlayer, duration, x, y)
</code></pre>
<ul>
<li>[B]engine.lua</li>
<li>[L]<strong>foundation\Mapping.lua</strong></li>
</ul>
<pre><code>Mapping:new()
Mapping:length()
Mapping:set(key, value)
Mapping:get(key)
Mapping:del(...)
Mapping:forEach(action)
</code></pre>
<ul>
<li>[L]<strong>foundation\color.lua</strong></li>
</ul>
<pre><code>hcolor.hex(str, color)
hcolor.mixed(str, color)
hcolor.gold(str)
hcolor.white(str)
hcolor.black(str)
hcolor.grey(str)
hcolor.greyDeep(str)
hcolor.redLight(str)
hcolor.red(str)
hcolor.greenLight(str)
hcolor.green(str)
hcolor.yellowLight(str)
hcolor.yellow(str)
hcolor.orangeLight(str)
hcolor.orange(str)
hcolor.skyLight(str)
hcolor.sky(str)
hcolor.seaLight(str)
hcolor.sea(str)
hcolor.purpleLight(str)
hcolor.purple(str)
</code></pre>
<ul>
<li>[L]<strong>foundation\json.lua</strong></li>
</ul>
<pre><code>kind_of(obj)
escape_str(s)
skip_delim(str, pos, delim, err_if_missing)
parse_str_val(str, pos, val)
parse_num_val(str, pos)
json.stringify(obj, as_key)
json.parse(str, pos, end_delim)
</code></pre>
<ul>
<li>[L]<strong>foundation\math.lua</strong></li>
</ul>
<pre><code>math.random(n, m)
math.polarProjection(x, y, dist, angle)
math.round(decimal, n)
math.numberFormat(value, n)
math.integerFormat(value)
math.getDegBetweenXY(x1, y1, x2, y2)
math.getDegBetweenUnit(u1, u2)
math.getDistanceBetweenXY(x1, y1, x2, y2)
math.getDistanceBetweenUnit(u1, u2)
math.getMaxDistanceInRect(w, h, deg)
math.date(timestamp)
</code></pre>
<ul>
<li>[L]<strong>foundation\string.lua</strong></li>
</ul>
<pre><code>string.char2id(idChar)
string.id2char(id)
string.mb_len(inputStr)
string.vkey(t)
string.addslashes(s)
string.stripslashes(s)
string.base64Encode(source_str)
string.base64Decode(str64)
string.explode(delimeter, str)
string.implode(delimeter, table)
string.split(str, size)
string.mb_split(str, size)
string.strpos(str, pattern)
string.findCount(str, pattern)
string.attrBuffKey(val)
string.convert(dec, cvt)
</code></pre>
<ul>
<li>[L]<strong>foundation\table.lua</strong></li>
</ul>
<pre><code>table.len(table)
table.random(arr)
table.shuffle(arr)
table.clone(org)
copy(org1, res)
table.merge(...)
table.includes(arr, val)
table.delete(arr, val, qty)
table.value(arr, key)
table.obj2arr(obj, keyMap)
</code></pre>
<ul>
<li>[B]h-lua.lua</li>
<li>[L]<strong>lib\attribute\setter.lua</strong></li>
</ul>
<pre><code>hattributeSetter.getDecimalTemporaryStorage(whichUnit, attr)
hattributeSetter.setDecimalTemporaryStorage(whichUnit, attr, value)
hattributeSetter.relyRegister(whichUnit)
hattributeSetter.setUnitMaxLife(whichUnit, currentVal, futureVal, diff)
hattributeSetter.setUnitMaxMana(whichUnit, currentVal, futureVal, diff)
hattributeSetter.setUnitAttackWhite(whichUnit, futureVal, diff)
hattributeSetter.setUnitAttackGreen(whichUnit, futureVal)
hattributeSetter.setUnitAttackRange(whichUnit, futureVal)
hattributeSetter.setUnitAttackSpace(whichUnit, futureVal)
hattributeSetter.setUnitAttackSpeed(whichUnit, futureVal)
hattributeSetter.setUnitDefendWhite(whichUnit, futureVal)
hattributeSetter.setUnitDefendGreen(whichUnit, futureVal)
hattributeSetter.setUnitSight(whichUnit, futureVal)
hattributeSetter.setUnitThree(whichUnit, futureVal, attr, diff)
hattributeSetter.relation(whichUnit, attr, diff)
</code></pre>
<ul>
<li>[L]<strong>lib\attribute\xtras.lua</strong></li>
</ul>
<pre><code>hattribute.xtrasPassAlive(targetUnit, type, field)
hattribute.getXtras(whichUnit, eventKey)
hattribute.hasXtras(whichUnit, eventKey)
hattribute.xtras(triggerUnit, eventKey, evtData)
</code></pre>
<ul>
<li>[L]<strong>lib\attribute.lua</strong></li>
</ul>
<pre><code>hattribute.isValType(field, valType)
hattribute.setRelation(relation)
hattribute.init(whichUnit)
hattribute.setHandle(whichUnit, attr, opr, val, during)
hattribute.set(whichUnit, during, data)
hattribute.get(whichUnit, attr, default)
hattribute.caleAttribute(damageSrc, isAdd, whichUnit, attr, times)
hattribute.getArmorReducePercent(defend)
</code></pre>
<ul>
<li>[L]<strong>lib\award.lua</strong></li>
</ul>
<pre><code>haward.setShareRange(range)
haward.forUnit(whichUnit, exp, gold, lumber)
haward.forUnitExp(whichUnit, exp)
haward.forUnitGold(whichUnit, gold)
haward.forUnitLumber(whichUnit, lumber)
haward.forGroup(whichUnit, exp, gold, lumber)
haward.forGroupExp(whichUnit, exp)
haward.forGroupGold(whichUnit, gold)
haward.forGroupLumber(whichUnit, lumber)
haward.forPlayer(gold, lumber)
haward.forPlayerGold(gold)
haward.forPlayerLumber(lumber)
</code></pre>
<ul>
<li>[L]<strong>lib\buff.lua</strong></li>
</ul>
<pre><code>hbuff.uniqueKey()
hbuff.count(handleUnit, groupKey)
hbuff.create(during, handleUnit, groupKey, diff, purpose, rollback)
hbuff.purpose(handleUnit, buffKey)
hbuff.delete(handleUnit, buffKey)
</code></pre>
<ul>
<li>[L]<strong>lib\cache.lua</strong></li>
</ul>
<pre><code>hcache.len()
hcache.exist(handle, key)
hcache.alloc(handle)
hcache.protect(handle)
hcache.protected(handle)
hcache.free(handle, key)
hcache.set(handle, key, value)
hcache.get(handle, key, default)
</code></pre>
<ul>
<li>[L]<strong>lib\camera.lua</strong></li>
</ul>
<pre><code>hcamera.reset(whichPlayer, during)
hcamera.apply(whichPlayer, during, camerasetup)
hcamera.toXY(whichPlayer, during, x, y)
hcamera.toUnit(whichPlayer, during, whichUnit)
hcamera.lock(whichPlayer, whichUnit)
hcamera.changeDistance(whichPlayer, diffDistance)
hcamera.shock(whichPlayer, whichType, during, scale)
</code></pre>
<ul>
<li>[L]<strong>lib\cmd.lua</strong></li>
</ul>
<pre><code>hcmd.conf(commands, playerIndexes)
</code></pre>
<ul>
<li>[L]<strong>lib\dialog.lua</strong></li>
</ul>
<pre><code>hdialog.hotkey(key)
hdialog.del(whichDialog)
hdialog.create(whichPlayer, options, action)
</code></pre>
<ul>
<li>[B]lib\dzapi\cache.lua</li>
<li>[L]<strong>lib\dzapi.lua</strong></li>
</ul>
<pre><code>hdzapi.isRPGLobby()
hdzapi.isRPGLadder()
hdzapi.isRedVip(whichPlayer)
hdzapi.isBlueVip(whichPlayer)
hdzapi.isPlatformVIP(whichPlayer)
hdzapi.mapLevel(whichPlayer)
hdzapi.hasMallItem(whichPlayer, key)
hdzapi.timestamp()
hdzapi.date()
hdzapi.loadServer(whichPlayer, key)
hdzapi.loadServerBool(whichPlayer, key)
hdzapi.loadServerNumber(whichPlayer, key)
hdzapi.loadServerInteger(whichPlayer, key)
hdzapi.roulette(whichPlayer, method, params)
hdzapi.saveServer(whichPlayer, key, value)
hdzapi.clearServer(whichPlayer, key)
hdzapi.setRoomStat(whichPlayer, key, value)
</code></pre>
<ul>
<li>[B]lib\dzui\cache.lua</li>
<li>[L]<strong>lib\dzui.lua</strong></li>
</ul>
<pre><code>hdzui.wideScreen()
hdzui.hideInterface()
hdzui.loadToc(tocFilePath)
hdzui.frame(fdfName, parent, id)
hdzui.frameTag(fdfType, fdfName, parent, tag, id)
hdzui.framePoint(frameId, relation, align, alignRelation, x, y)
hdzui.onMouse(frameId, mouseOrder, callFunc)
hdzui.miniMapTrack(options)
</code></pre>
<ul>
<li>[L]<strong>lib\effect.lua</strong></li>
</ul>
<pre><code>heffect.del(e)
heffect.toXY(effectModel, x, y, during)
heffect.toUnit(effectModel, targetUnit, during)
heffect.bindUnit(effectModel, targetUnit, attach, during)
</code></pre>
<ul>
<li>[L]<strong>lib\enchant.lua</strong></li>
</ul>
<pre><code>henchant.setIntrinsicAddition(percent)
henchant.enableAppend(status)
henchant.setAppendAttachEffect(whichEnchant, effects)
henchant.setEnvReaction(onEnchant, toEnchant, reaction)
henchant.append(options)
</code></pre>
<ul>
<li>[L]<strong>lib\enemy.lua</strong></li>
</ul>
<pre><code>henemy.set(name, color, playerIndexes, isShareSight)
henemy.getPlayer(createQty, teamNo)
henemy.isShareSight(teamNo)
henemy.create(options)
</code></pre>
<ul>
<li>[L]<strong>lib\env.lua</strong></li>
</ul>
<pre><code>henv.setFogStatus(enableFog, enableMark)
henv.clearDestructable(whichRect)
henv.build(whichRect, typeStr, isInvulnerable, isDestroyRect, ground, doodad, units)
henv.random(whichRect, typeStr, isInvulnerable, isDestroyRect)
</code></pre>
<ul>
<li>[L]<strong>lib\event\defaultActions.lua</strong></li>
</ul>
<pre><code></code></pre>
<ul>
<li>[L]<strong>lib\event.lua</strong></li>
</ul>
<pre><code>hevent.free(handle)
hevent.pool(handle, conditionAction, regEvent)
hevent.setLastDamage(sourceUnit, targetUnit)
hevent.getUnitLastDamageSource(whichUnit)
hevent.getUnitLastDamageTarget(whichUnit)
hevent.getPlayerLastDamageTarget(whichPlayer)
hevent.registerEvent(handle, key, callFunc)
hevent.triggerData(triggerData)
hevent.hslk(key, triggerData)
hevent.triggerEvent(handle, key, triggerData)
hevent.deleteEvent(handle, key, eventId)
hevent.onAttackDetect(whichUnit, callFunc)
hevent.onAttackGetTarget(whichUnit, callFunc)
hevent.onBeAttackReady(whichUnit, callFunc)
hevent.onAttack(whichUnit, callFunc)
hevent.onBeAttack(whichUnit, callFunc)
hevent.onSkill(whichUnit, callFunc)
hevent.onBeSkill(whichUnit, callFunc)
hevent.onSkillStudy(whichUnit, callFunc)
hevent.onSkillReady(whichUnit, callFunc)
hevent.onSkillCast(whichUnit, callFunc)
hevent.onSkillStop(whichUnit, callFunc)
hevent.onSkillEffect(whichUnit, callFunc)
hevent.onSkillFinish(whichUnit, callFunc)
hevent.onItem(whichUnit, callFunc)
hevent.onBeItem(whichUnit, callFunc)
hevent.onItemUsed(whichUnit, callFunc)
hevent.onItemDrop(whichUnit, callFunc)
hevent.onItemGet(whichUnit, callFunc)
hevent.onItemPawn(whichUnit, callFunc)
hevent.onItemSell(whichUnit, callFunc)
hevent.onUnitSell(whichUnit, callFunc)
hevent.onItemDestroy(whichItem, callFunc)
hevent.onItemSeparate(whichItem, callFunc)
hevent.onItemSynthesis(whichUnit, callFunc)
hevent.onItemOverWeight(whichUnit, callFunc)
hevent.onItemOverSlot(whichUnit, callFunc)
hevent.onDamage(whichUnit, callFunc)
hevent.onBeDamage(whichUnit, callFunc)
hevent.onDamageResistance(whichUnit, callFunc)
hevent.onAvoid(whichUnit, callFunc)
hevent.onBeAvoid(whichUnit, callFunc)
hevent.onBreakArmor(whichUnit, callFunc)
hevent.onBeBreakArmor(whichUnit, callFunc)
hevent.onSwim(whichUnit, callFunc)
hevent.onBeSwim(whichUnit, callFunc)
hevent.onBroken(whichUnit, callFunc)
hevent.onBeBroken(whichUnit, callFunc)
hevent.onSilent(whichUnit, callFunc)
hevent.onBeSilent(whichUnit, callFunc)
hevent.onUnarm(whichUnit, callFunc)
hevent.onBeUnarm(whichUnit, callFunc)
hevent.onFetter(whichUnit, callFunc)
hevent.onBeFetter(whichUnit, callFunc)
hevent.onBomb(whichUnit, callFunc)
hevent.onBeBomb(whichUnit, callFunc)
hevent.onLightningChain(whichUnit, callFunc)
hevent.onBeLightningChain(whichUnit, callFunc)
hevent.onCrackFly(whichUnit, callFunc)
hevent.onBeCrackFly(whichUnit, callFunc)
hevent.onRebound(whichUnit, callFunc)
hevent.onBeRebound(whichUnit, callFunc)
hevent.onKnocking(whichUnit, callFunc)
hevent.onBeKnocking(whichUnit, callFunc)
hevent.onSplit(whichUnit, callFunc)
hevent.onBeSplit(whichUnit, callFunc)
hevent.onHemophagia(whichUnit, callFunc)
hevent.onBeHemophagia(whichUnit, callFunc)
hevent.onSkillHemophagia(whichUnit, callFunc)
hevent.onBeSkillHemophagia(whichUnit, callFunc)
hevent.onSiphon(whichUnit, callFunc)
hevent.onBeSiphon(whichUnit, callFunc)
hevent.onSkillSiphon(whichUnit, callFunc)
hevent.onBeSkillSiphon(whichUnit, callFunc)
hevent.onPunish(whichUnit, callFunc)
hevent.onDead(whichUnit, callFunc)
hevent.onKill(whichUnit, callFunc)
hevent.onReborn(whichUnit, callFunc)
hevent.onExp(whichUnit, callFunc)
hevent.onLevelUp(whichUnit, callFunc)
hevent.onUpgradeStart(whichUnit, callFunc)
hevent.onUpgradeCancel(whichUnit, callFunc)
hevent.onUpgradeFinish(whichUnit, callFunc)
hevent.onEnterUnitRange(whichUnit, radius, callFunc)
hevent.onEnterRect(whichRect, callFunc)
hevent.onLeaveRect(whichRect, callFunc)
hevent.onConstructStart(whichPlayer, callFunc)
hevent.onConstructCancel(whichPlayer, callFunc)
hevent.onConstructFinish(whichPlayer, callFunc)
hevent.onChat(whichPlayer, pattern, callFunc)
hevent.onEsc(whichPlayer, callFunc)
hevent.onSelection(whichPlayer, qty, callFunc)
hevent.onDeSelection(whichPlayer, callFunc)
hevent.onPlayerLeave(callFunc)
hevent.onPlayerResourceChange(callFunc)
hevent.onPickHero(callFunc)
hevent.onDestructableDestroy(whichDestructable, callFunc)
hevent.onMapDestructableDestroy(callFunc)
hevent.onCourierBlink(whichUnit, callFunc)
hevent.onCourierRangePickUp(whichUnit, callFunc)
hevent.onCourierSeparate(whichUnit, callFunc)
hevent.onCourierDeliver(whichUnit, callFunc)
hevent.onMoveStart(whichUnit, callFunc)
hevent.onMoving(whichUnit, callFunc)
hevent.onMoveStop(whichUnit, callFunc)
hevent.onHoldOn(whichUnit, callFunc)
hevent.onStop(whichUnit, callFunc)
</code></pre>
<ul>
<li>[L]<strong>lib\group.lua</strong></li>
</ul>
<pre><code>hgroup.forEach(whichGroup, action)
hgroup.count(whichGroup)
hgroup.includes(whichGroup, whichUnit)
hgroup.isEmpty(whichGroup)
hgroup.addUnit(whichGroup, whichUnit)
hgroup.removeUnit(whichGroup, whichUnit)
hgroup.createByXY(x, y, radius, filterFunc)
hgroup.createByUnit(u, radius, filterFunc)
hgroup.createByRect(r, filterFunc)
hgroup.getClosest(whichGroup, x, y)
hgroup.portal(whichGroup, x, y, eff, isFollow)
hgroup.animate(whichGroup, animate)
hgroup.clear(whichGroup, isDestroy, isDestroyUnit)
</code></pre>
<ul>
<li>[L]<strong>lib\hero.lua</strong></li>
</ul>
<pre><code>hhero.getPrimary(whichHero)
hhero.getPrimaryLabel(whichHero)
hhero.getStrPlus(whichHero)
hhero.getAgiPlus(whichHero)
hhero.getIntPlus(whichHero)
hhero.getProperName(whichHero)
hhero.setPrevLevel(whichHero, lv)
hhero.getPrevLevel(whichHero)
hhero.getCurLevel(whichHero)
hhero.setCurLevel(whichHero, newLevel, showEffect)
hhero.getExp(whichHero)
hhero.getExpNeed(targetLevel)
hhero.getSkillPoints(whichHero)
hhero.setPlayerAllowQty(whichPlayer, max)
hhero.getPlayerAllowQty(whichPlayer)
hhero.setBornXY(x, y)
hhero.reborn(whichHero, delay, invulnerable, x, y, showDialog)
hhero.buildSelector(options)
</code></pre>
<ul>
<li>[L]<strong>lib\id.lua</strong></li>
</ul>
<pre><code>HL_ID_INIT()
</code></pre>
<ul>
<li>[L]<strong>lib\initialization.lua</strong></li>
</ul>
<pre><code></code></pre>
<ul>
<li>[L]<strong>lib\is.lua</strong></li>
</ul>
<pre><code>his.night()
his.day()
his.computer(whichPlayer)
his.playerSite(whichPlayer)
his.playing(whichPlayer)
his.neutral(whichPlayer)
his.detected(whichUnit, whichPlayer)
his.hasSlot(whichUnit, slotId)
his.canAttack(whichUnit)
his.dead(whichUnit)
his.alive(whichUnit)
his.deleted(whichUnit)
his.invincible(whichUnit)
his.invisible(whichUnit)
his.hero(whichUnit)
his.courier(whichUnit)
his.structure(whichUnit)
his.illusion(whichUnit)
his.ground(whichUnit)
his.air(whichUnit)
his.melee(whichUnit)
his.ranged(whichUnit)
his.summoned(whichUnit)
his.mechanical(whichUnit)
his.ancient(whichUnit)
his.sapper(whichUnit)
his.ethereal(whichUnit)
his.immune(whichUnit)
his.race(whichUnit, whichRace)
his.locust(whichUnit)
his.swim(whichUnit)
his.enablePunish(whichUnit)
his.punish(whichUnit)
his.silent(whichUnit)
his.unarm(whichUnit)
his.crackFly(whichUnit)
his.beDamaging(whichUnit)
his.damaging(whichUnit)
his.playerBeDamaging(whichPlayer)
his.playerDamaging(whichPlayer)
his.water(whichUnit)
his.floor(whichUnit)
his.unit(whichUnit, otherUnit)
his.enemy(whichUnit, otherUnit)
his.ally(whichUnit, otherUnit)
his.parallel(u1, u2, maxDistance, forcedOrder)
his.intersect(u1, u2, maxDistance, face2face)
his.enemyPlayer(whichUnit, whichPlayer)
his.allyPlayer(whichUnit, whichPlayer)
his.marking(whichPlayer)
his.inRect(whichRect, x, y)
his.borderRect(whichRect, x, y)
his.borderMap(x, y)
his.borderCamera(x, y)
his.destroy(whichItem)
his.hasItem(whichUnit, whichItemId)
</code></pre>
<ul>
<li>[L]<strong>lib\item.lua</strong></li>
</ul>
<pre><code>hitem.x(it)
hitem.y(it)
hitem.z(it)
hitem.embed(u)
hitem.free(whichItem)
hitem.setHolder(whichItem, holder)
hitem.getHolder(whichItem)
hitem.setLastHolder(whichItem, holder)
hitem.getLastHolder(whichItem)
hitem.backToLastHolder(whichItem)
hitem.isRobber(whichItem, robber)
hitem.used(whichUnit, whichItem, triggerData)
hitem.del(it, delay)
hitem.delFromUnit(whichUnit)
hitem.getId(itOrId)
hitem.getName(itOrId)
hitem.isShadowFront(itOrId)
hitem.isShadowBack(itOrId)
hitem.shadowID(itOrId)
hitem.getArt(itOrId)
hitem.getFile(itOrId)
hitem.getClass(itOrId)
hitem.getGoldCost(itOrId)
hitem.getLumberCost(itOrId)
hitem.getIsUsable(itOrId)
hitem.getIsPowerUp(itOrId)
hitem.getIsPerishable(itOrId)
hitem.getIsSellAble(itOrId)
hitem.getOverlie(itOrId)
hitem.getWeight(itOrId, charges)
hitem.getAttribute(itOrId)
hitem.getLevel(it)
hitem.getCharges(it)
hitem.setCharges(it, charges)
hitem.getTotalCharges(itemId, whichUnit)
hitem.getEmptySlot(whichUnit)
hitem.forEach(whichUnit, action)
hitem.addProperty(whichUnit, itId, charges)
hitem.subProperty(whichUnit, itId, charges)
hitem.overlyingSlot(itemSlot)
hitem.synthesis(whichUnit, items)
hitem.separate(whichItem, separateType, formulaIndex, whichUnit)
hitem.create(options)
hitem.fleeting(fleetingType, x, y, during, yourFunc)
hitem.give(origin, target)
hitem.pick(it, targetUnit)
hitem.copy(origin, target)
hitem.drop(origin, slot)
hitem.pickRect(u, x, y, w, h)
hitem.pickRound(u, x, y, r)
</code></pre>
<ul>
<li>[L]<strong>lib\itemPool.lua</strong></li>
</ul>
<pre><code>hitemPool.poolName(poolName)
hitemPool.insert(poolName, whichItem)
hitemPool.delete(poolName, whichItem)
hitemPool.free(whichItem)
hitemPool.forEach(poolName, action)
</code></pre>
<ul>
<li>[L]<strong>lib\japi\formatter.lua</strong></li>
</ul>
<pre><code>local toBool(value)
local toInt(value, def)
</code></pre>
<ul>
<li>[L]<strong>lib\japi\triumph.lua</strong></li>
</ul>
<pre><code></code></pre>
<ul>
<li>[L]<strong>lib\japi.lua</strong></li>
</ul>
<pre><code>hjapi.echo(msg)
hjapi.has(method)
hjapi.formatter(method, params)
hjapi.triumph(method, params, result)
hjapi.exec(method, params)
does not exist, please check the WE environment! You should make friends with 5382557(QQ)&quot;)
hjapi.DzAPI_CommonFunc_GetARGBColorValue(...)
hjapi.DzAPI_CommonFunc_GetARGBColorValuePercent(...)
hjapi.DzAPI_CommonFunc_SetARGBColorValue(...)
hjapi.DzAPI_CommonFunc_SetARGBColorValuePercent(...)
hjapi.DzAPI_Map_ChangeStoreItemCoolDown(...)
hjapi.DzAPI_Map_ChangeStoreItemCount(...)
hjapi.DzAPI_Map_GetActivityData()
hjapi.DzAPI_Map_GetGameStartTime()
hjapi.DzAPI_Map_GetGuildName(whichPlayer)
hjapi.DzAPI_Map_GetGuildRole(whichPlayer)
hjapi.DzAPI_Map_GetLadderLevel(whichPlayer)
hjapi.DzAPI_Map_GetLadderRank(whichPlayer)
hjapi.DzAPI_Map_GetMapConfig(key)
hjapi.DzAPI_Map_GetMapLevel(whichPlayer)
hjapi.DzAPI_Map_GetMapLevelRank(whichPlayer)
hjapi.DzAPI_Map_GetMatchType()
hjapi.DzAPI_Map_GetPlatformVIP(whichPlayer)
hjapi.DzAPI_Map_IsPlatformVIP(whichPlayer)
hjapi.DzAPI_Map_GetPublicArchive(whichPlayer, key)
hjapi.DzAPI_Map_GetServerArchiveDrop(whichPlayer, key)
hjapi.DzAPI_Map_GetServerArchiveEquip(whichPlayer, key)
hjapi.DzAPI_Map_GetServerValue(whichPlayer, key)
hjapi.DzAPI_Map_GetServerValueErrorCode(whichPlayer)
hjapi.GetPlayerServerValueSuccess(whichPlayer)
hjapi.DzAPI_Map_GetUserID(...)
hjapi.DzAPI_Map_HasMallItem(whichPlayer, key)
hjapi.DzAPI_Map_IsBlueVIP(whichPlayer)
hjapi.DzAPI_Map_IsRPGLadder()
hjapi.DzAPI_Map_IsRPGLobby()
hjapi.DzAPI_Map_IsRedVIP(whichPlayer)
hjapi.DzAPI_Map_Ladder_SetPlayerStat(whichPlayer, key, value)
hjapi.DzAPI_Map_Ladder_SubmitPlayerRank(whichPlayer, value)
hjapi.DzAPI_Map_Ladder_SetStat(whichPlayer, key, value)
hjapi.DzAPI_Map_Ladder_SubmitTitle(whichPlayer, value)
hjapi.DzAPI_Map_Ladder_SubmitPlayerExtraExp(whichPlayer, value)
hjapi.DzAPI_Map_MissionComplete(whichPlayer, key, value)
hjapi.DzAPI_Map_OrpgTrigger(whichPlayer, key)
hjapi.DzAPI_Map_SavePublicArchive(whichPlayer, key, value)
hjapi.DzAPI_Map_SaveServerValue(whichPlayer, key, value)
hjapi.DzAPI_Map_Stat_SetStat(whichPlayer, key, value)
hjapi.DzAPI_Map_Statistics(whichPlayer, eventKey, eventType, value)
hjapi.DzAPI_Map_ToggleStore(...)
hjapi.DzAPI_Map_UpdatePlayerHero(...)
hjapi.DzAPI_Map_UseConsumablesItem(whichPlayer, key)
hjapi.DzAPI_UnitType_CountUnitTypeDataArrayAbilID(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataArrayBoolean(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataArrayItemID(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataArrayReal(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataArrayString(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataArrayTechID(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataArrayUnitID(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataRequires(...)
hjapi.DzAPI_UnitType_CountUnitTypeDataRequiresamount(...)
hjapi.DzAPI_UnitType_GetEnum_PreventOrReguirePlace(...)
hjapi.DzAPI_UnitType_GetEnum_PreventOrReguirePlaceCheck(...)
hjapi.DzAPI_UnitType_GetEnum_Primary(...)
hjapi.DzAPI_UnitType_GetEnum_TargetTypeCheck(...)
hjapi.DzAPI_UnitType_GetEnum_TargetTypeSeries(...)
hjapi.DzAPI_UnitType_GetEnum_armor(...)
hjapi.DzAPI_UnitType_GetEnum_atkType(...)
hjapi.DzAPI_UnitType_GetEnum_buffType(...)
hjapi.DzAPI_UnitType_GetEnum_deathType(...)
hjapi.DzAPI_UnitType_GetEnum_defType(...)
hjapi.DzAPI_UnitType_GetEnum_movetp(...)
hjapi.DzAPI_UnitType_GetEnum_race(...)
hjapi.DzAPI_UnitType_GetEnum_regenType(...)
hjapi.DzAPI_UnitType_GetEnum_type(...)
hjapi.DzAPI_UnitType_GetEnum_typeCheck(...)
hjapi.DzAPI_UnitType_GetEnum_warpsOn(...)
hjapi.DzAPI_UnitType_GetEnum_weapTp(...)
hjapi.DzAPI_UnitType_GetEnum_weapType(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataAbilID(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataArrayAbilID(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataArrayBoolean(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataArrayItemID(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataArrayReal(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataArrayString(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataArrayTechID(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataArrayUnitID(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataBoolean(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataInt(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataReal(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataRequires(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataRequiresamount(...)
hjapi.DzAPI_UnitType_GetUnitTypeDataString(...)
hjapi.DzAPI_UnitType_GettUnitTypeDataRequirescount(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataArrayAbilID(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataArrayBoolean(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataArrayItemID(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataArrayReal(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataArrayString(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataArrayTechID(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataArrayUnitID(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataRequires(...)
hjapi.DzAPI_UnitType_ResizeUnitTypeDataRequiresamount(...)
hjapi.DzAPI_UnitType_SetEnum_PreventOrReguirePlace(...)
hjapi.DzAPI_UnitType_SetEnum_PreventOrReguirePlaceModify(...)
hjapi.DzAPI_UnitType_SetEnum_Primary(...)
hjapi.DzAPI_UnitType_SetEnum_TargetTypeModify(...)
hjapi.DzAPI_UnitType_SetEnum_TargetTypeSeries(...)
hjapi.DzAPI_UnitType_SetEnum_armor(...)
hjapi.DzAPI_UnitType_SetEnum_atkType(...)
hjapi.DzAPI_UnitType_SetEnum_buffType(...)
hjapi.DzAPI_UnitType_SetEnum_deathType(...)
hjapi.DzAPI_UnitType_SetEnum_defType(...)
hjapi.DzAPI_UnitType_SetEnum_movetp(...)
hjapi.DzAPI_UnitType_SetEnum_race(...)
hjapi.DzAPI_UnitType_SetEnum_regenType(...)
hjapi.DzAPI_UnitType_SetEnum_type(...)
hjapi.DzAPI_UnitType_SetEnum_typeModify(...)
hjapi.DzAPI_UnitType_SetEnum_warpsOn(...)
hjapi.DzAPI_UnitType_SetEnum_weapTp(...)
hjapi.DzAPI_UnitType_SetEnum_weapType(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataAbilID(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataArrayAbilID(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataArrayBoolean(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataArrayItemID(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataArrayReal(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataArrayString(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataArrayTechID(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataArrayUnitID(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataBoolean(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataInt(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataReal(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataRequires(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataRequiresamount(...)
hjapi.DzAPI_UnitType_SetUnitTypeDataString(...)
hjapi.DzAPI_UnitstateToInteger(...)
hjapi.DzClickFrame(frameId)
hjapi.DzConvertWorldPosition(...)
hjapi.DzCreateFrame(frame, parent, id)
hjapi.DzCreateFrameByTagName(frameType, name, parent, template, id)
hjapi.DzCreateSimpleFrame(frame, parent, id)
hjapi.DzDebugString(...)
hjapi.DzDestroyFrame(frameId)
hjapi.DzDestructablePosition(d, x, y)
hjapi.DzDotaInfo_IsPlayerRandom(...)
hjapi.DzDotaInfo_IsRepicked(...)
hjapi.DzDotaInfo_Item(...)
hjapi.DzDotaInfo_Item_HE(...)
hjapi.DzDotaInfo_Item_TM(...)
hjapi.DzEnableWideScreen(enable)
hjapi.DzEvent_Building_Cancel(...)
hjapi.DzEvent_Building_Dead(...)
hjapi.DzEvent_Building_Finish(...)
hjapi.DzEvent_Building_Start(...)
hjapi.DzEvent_Hero_Dead(...)
hjapi.DzEvent_Hero_Level(...)
hjapi.DzEvent_Item_Drop(...)
hjapi.DzEvent_Item_Pickup(...)
hjapi.DzEvent_Item_Sell(...)
hjapi.DzEvent_Item_Use(...)
hjapi.DzEvent_Tech_Cancel(...)
hjapi.DzEvent_Tech_Finish(...)
hjapi.DzEvent_Tech_Start(...)
hjapi.DzEvent_Unit_Cancel(...)
hjapi.DzEvent_Unit_ChangeOwner(...)
hjapi.DzEvent_Unit_Dead(...)
hjapi.DzEvent_Unit_Finish(...)
hjapi.DzEvent_Unit_Hired(...)
hjapi.DzEvent_Unit_Start(...)
hjapi.DzExecuteFunc(funcName)
hjapi.DzFrameCageMouse(frame, enable)
hjapi.DzFrameClearAllPoints(frame)
hjapi.DzFrameEditBlackBorders(upperHeight, bottomHeight)
hjapi.DzFrameFindByName(name, id)
hjapi.DzFrameGetAlpha(frame)
hjapi.DzFrameGetChatMessage()
hjapi.DzFrameGetCommandBarButton(row, column)
hjapi.DzFrameGetEnable(frame)
hjapi.DzFrameGetHeight(frame)
hjapi.DzFrameGetHeroBarButton(buttonId)
hjapi.DzFrameGetHeroHPBar(buttonId)
hjapi.DzFrameGetHeroManaBar(buttonId)
hjapi.DzFrameGetItemBarButton(buttonId)
hjapi.DzFrameGetMinimap()
hjapi.DzFrameGetMinimapButton(buttonId)
hjapi.DzFrameGetName(frame)
hjapi.DzFrameGetParent(frame)
hjapi.DzFrameGetPortrait()
hjapi.DzFrameGetText(frame)
hjapi.DzFrameGetTextSizeLimit(frame)
hjapi.DzFrameGetTooltip()
hjapi.DzFrameGetTopMessage()
hjapi.DzFrameGetUnitMessage()
hjapi.DzFrameGetUpperButtonBarButton(buttonId)
hjapi.DzFrameGetValue(frame)
hjapi.DzFrameHideInterface()
hjapi.DzFrameSetAbsolutePoint(frame, point, x, y)
hjapi.DzFrameSetAllPoints(frame, relativeFrame)
hjapi.DzFrameSetAlpha(frame, alpha)
hjapi.DzFrameSetAnimate(frame, animId, autoCast)
hjapi.DzFrameSetAnimateOffset(frame, offset)
hjapi.DzFrameSetEnable(frame, enable)
hjapi.DzFrameSetFocus(frame, enable)
hjapi.DzFrameSetFont(frame, fileName, height, flag)
hjapi.DzFrameSetMinMaxValue(frame, minValue, maxValue)
hjapi.DzFrameSetModel(frame, modelFile, modelType, flag)
hjapi.DzFrameSetParent(frame, parent)
hjapi.DzFrameSetPoint(frame, point, relativeFrame, relativePoint, x, y)
hjapi.DzFrameSetPriority(frame, priority)
hjapi.DzFrameSetScale(frame, scale)
hjapi.DzFrameSetScript(frame, eventId, funcName, sync)
hjapi.DzFrameSetScriptByCode(frame, eventId, funcHandle, sync)
hjapi.DzFrameSetSize(frame, w, h)
hjapi.DzFrameSetStepValue(frame, step)
hjapi.DzFrameSetText(frame, text)
hjapi.DzFrameSetTextAlignment(frame, align)
hjapi.DzFrameSetTextColor(frame, color)
hjapi.DzFrameSetTextSizeLimit(frame, limit)
hjapi.DzFrameSetTexture(frame, texture, flag)
hjapi.DzFrameSetTooltip(frame, tooltip)
hjapi.DzFrameSetUpdateCallback(funcName)
hjapi.DzFrameSetUpdateCallbackByCode(funcHandle)
hjapi.DzFrameSetValue(frame, value)
hjapi.DzFrameSetVertexColor(frame, vertexColor)
hjapi.DzFrameShow(frame, enable)
hjapi.DzGetClientHeight(...)
hjapi.DzGetClientWidth(...)
hjapi.DzGetColor(r, g, b, a)
hjapi.DzGetConvertWorldPositionX(...)
hjapi.DzGetConvertWorldPositionY(...)
hjapi.DzGetGameMode(...)
hjapi.DzGetGameUI()
hjapi.DzGetLocale()
hjapi.DzGetMouseFocus()
hjapi.DzGetMouseTerrainX()
hjapi.DzGetMouseTerrainY()
hjapi.DzGetMouseTerrainZ()
hjapi.DzGetMouseX()
hjapi.DzGetMouseXRelative()
hjapi.DzGetMouseY()
hjapi.DzGetMouseYRelative()
hjapi.DzGetPlayerInitGold(...)
hjapi.DzGetPlayerName(...)
hjapi.DzGetPlayerSelectedHero(...)
hjapi.DzGetTriggerKey()
hjapi.DzGetTriggerKeyPlayer()
hjapi.DzGetTriggerSyncData()
hjapi.DzGetTriggerSyncPlayer()
hjapi.DzGetTriggerUIEventFrame()
hjapi.DzGetTriggerUIEventPlayer()
hjapi.DzGetUnitNeededXP(whichUnit, level)
hjapi.DzGetUnitUnderMouse()
hjapi.DzGetWheelDelta()
hjapi.DzGetWindowHeight()
hjapi.DzGetWindowWidth()
hjapi.DzGetWindowX()
hjapi.DzGetWindowY()
hjapi.DzIsKeyDown(iKey)
hjapi.DzIsMouseOverUI()
hjapi.DzIsWindowActive()
hjapi.DzLoadToc(tocFilePath)
hjapi.DzOriginalUIAutoResetPoint(enable)
hjapi.DzPlatform_GameStart(...)
hjapi.DzPlatform_HasGameOver(...)
hjapi.DzPlatform_HasGameOver_Player(...)
hjapi.DzSetCustomFovFix(value)
hjapi.DzSetMemory(address, value)
hjapi.DzSetMousePos(x, y)
hjapi.DzSetParams(...)
hjapi.DzSetUnitID(whichUnit, id)
hjapi.DzSetUnitModel(whichUnit, model)
hjapi.DzSetUnitPosition(whichUnit, x, y)
hjapi.DzSetUnitTexture(whichUnit, path, texId)
hjapi.DzSetWar3MapMap(blp)
hjapi.DzSimpleFontStringFindByName(name, id)
hjapi.DzSimpleFrameFindByName(name, id)
hjapi.DzSimpleTextureFindByName(name, id)
hjapi.DzSyncBuffer(...)
hjapi.DzSyncData(prefix, data)
hjapi.DzTriggerRegisterKeyEvent(trig, key, status, sync, funcName)
hjapi.DzTriggerRegisterKeyEventByCode(trig, key, status, sync, funcHandle)
hjapi.DzTriggerRegisterMouseEvent(trig, btn, status, sync, funcName)
hjapi.DzTriggerRegisterMouseEventByCode(trig, btn, status, sync, funcHandle)
hjapi.DzTriggerRegisterMouseMoveEvent(trig, sync, funcName)
hjapi.DzTriggerRegisterMouseMoveEventByCode(trig, sync, funcHandle)
hjapi.DzTriggerRegisterMouseWheelEvent(trig, sync, funcName)
hjapi.DzTriggerRegisterMouseWheelEventByCode(trig, sync, funcHandle)
hjapi.DzTriggerRegisterSyncData(trig, prefix, server)
hjapi.DzTriggerRegisterWindowResizeEvent(trig, sync, funcName)
hjapi.DzTriggerRegisterWindowResizeEventByCode(trig, sync, funcHandle)
hjapi.DzUnitDisableAttack(...)
hjapi.DzUnitDisableInventory(...)
hjapi.DzUnitLearningSkill(...)
hjapi.DzUnitSilence(...)
hjapi.EXBlendButtonIcon(...)
hjapi.EXDclareButtonIcon(...)
hjapi.EXDisplayChat(...)
hjapi.EXEffectMatReset(effect)
hjapi.EXEffectMatRotateX(effect, angle)
hjapi.EXEffectMatRotateY(effect, angle)
hjapi.EXEffectMatRotateZ(effect, angle)
hjapi.EXEffectMatScale(effect, x, y, z)
hjapi.EXExecuteScript(script)
hjapi.EXGetAbilityDataInteger(abil, level, dataType)
hjapi.EXGetAbilityDataReal(abil, level, dataType)
hjapi.EXGetAbilityDataString(abil, level, dataType)
hjapi.EXGetAbilityId(abil)
hjapi.EXGetAbilityState(abil, stateType)
hjapi.EXGetAbilityString(...)
hjapi.EXGetBuffDataString(buffCode, dataType)
hjapi.EXGetEffectSize(effect)
hjapi.EXGetEffectX(effect)
hjapi.EXGetEffectY(effect)
hjapi.EXGetEffectZ(effect)
hjapi.EXGetEventDamageData(eddType)
hjapi.isEventPhysicalDamage()
hjapi.isEventAttackDamage()
hjapi.isEventRangedDamage()
hjapi.isEventDamageType(damageType)
hjapi.isEventWeaponType(weaponType)
hjapi.isEventAttackType(attackType)
hjapi.EXGetItemDataString(itemCode, dataType)
hjapi.EXGetUnitAbility(whichUnit, abilityID)
hjapi.EXGetUnitAbilityByIndex(whichUnit, index)
hjapi.EXGetUnitArrayString(...)
hjapi.EXGetUnitInteger(...)
hjapi.EXGetUnitReal(...)
hjapi.EXGetUnitString(...)
hjapi.EXPauseUnit(whichUnit, enable)
hjapi.UnitAddSwim(whichUnit)
hjapi.UnitRemoveSwim(whichUnit)
hjapi.EXSetAbilityAEmeDataA(...)
hjapi.EXSetAbilityDataInteger(...)
hjapi.EXSetAbilityDataReal(...)
hjapi.EXSetAbilityDataString(...)
hjapi.EXSetAbilityState(ability, stateType, value)
hjapi.EXSetAbilityString(...)
hjapi.EXSetBuffDataString(buffCode, dataType, value)
hjapi.EXSetEffectSize(e, size)
hjapi.EXSetEffectSpeed(e, speed)
hjapi.EXSetEffectXY(e, x, y)
hjapi.EXSetEffectZ(e, z)
hjapi.EXSetEventDamage(amount)
hjapi.EXSetItemDataString(itemCode, dataType, value)
hjapi.EXSetUnitArrayString(...)
hjapi.EXSetUnitCollisionType(enable, u, t)
hjapi.EXSetUnitFacing(u, angle)
hjapi.EXSetUnitInteger(...)
hjapi.EXSetUnitMoveType(u, t)
hjapi.EXSetUnitReal(...)
hjapi.EXSetUnitString(...)
hjapi.GetEventDamage()
hjapi.GetUnitState(whichUnit, state)
hjapi.RequestExtraBooleanData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6)
hjapi.RequestExtraIntegerData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6)
hjapi.RequestExtraRealData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6)
hjapi.RequestExtraStringData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6)
hjapi.SetUnitState(whichUnit, state, value)
</code></pre>
<ul>
<li>[L]<strong>lib\leaderBoard.lua</strong></li>
</ul>
<pre><code>hleaderBoard.LeaderboardResize(whichLeaderBoard)
hleaderBoard.create(key, title, refreshFrequency, response)
hleaderBoard.show(key)
hleaderBoard.hide()
hleaderBoard.setTitle(key, title)
hleaderBoard.pos(key, n)
hleaderBoard.top(key)
hleaderBoard.bottom(key)
</code></pre>
<ul>
<li>[L]<strong>lib\lightning.lua</strong></li>
</ul>
<pre><code>hlightning.del(lightning, delay)
hlightning.xyz2xyz(lightningType, x1, y1, z1, x2, y2, z2, during)
hlightning.loc2loc(lightningType, loc1, loc2, during)
hlightning.unit2unit(lightningType, unit1, unit2, during)
</code></pre>
<ul>
<li>[L]<strong>lib\monitor.lua</strong></li>
</ul>
<pre><code>hmonitor.create(key, frequency, action, ignoreFilter)
hmonitor.destroy(key)
hmonitor.isListening(key, obj)
hmonitor.listen(key, obj)
hmonitor.ignore(key, obj)
</code></pre>
<ul>
<li>[L]<strong>lib\multiBoard.lua</strong></li>
</ul>
<pre><code>hmultiBoard.create(key, refreshFrequency, yourData)
hmultiBoard.setTitle(whichBoard, title)
</code></pre>
<ul>
<li>[L]<strong>lib\player.lua</strong></li>
</ul>
<pre><code>hplayer.adjustPlayerState(delta, whichPlayer, whichPlayerState)
hplayer.setPlayerState(whichPlayer, whichPlayerState, value)
hplayer.forEach(action)
hplayer.index(whichPlayer)
hplayer.loc()
hplayer.setConvertRatio(ratio)
hplayer.getConvertRatio()
hplayer.getName(whichPlayer)
hplayer.setName(whichPlayer, name)
hplayer.getSelection(whichPlayer)
hplayer.getStatus(whichPlayer)
hplayer.setStatus(whichPlayer, status)
hplayer.getPrestige(whichPlayer)
hplayer.setPrestige(whichPlayer, prestige)
hplayer.getApm(whichPlayer)
hplayer.setIsolated(whichPlayer, isIsolated)
hplayer.isIsolated(whichPlayer)
hplayer.getRandomHero()
hplayer.hideUnit(whichPlayer)
hplayer.clearUnit(whichPlayer)
hplayer.defeat(whichPlayer, tips)
hplayer.victory(whichPlayer, tips)
hplayer.setIsAutoConvert(whichPlayer, b)
hplayer.getIsAutoConvert(whichPlayer)
hplayer.setIsShocking(whichPlayer, b)
hplayer.getIsShocking(whichPlayer)
hplayer.getDamage(whichPlayer)
hplayer.addDamage(whichPlayer, val)
hplayer.getBeDamage(whichPlayer)
hplayer.addBeDamage(whichPlayer, val)
hplayer.getKill(whichPlayer)
hplayer.addKill(whichPlayer, val)
hplayer.diffGoldRatio(whichPlayer, diff, during)
hplayer.setGoldRatio(whichPlayer, val, during)
hplayer.addGoldRatio(whichPlayer, val, during)
hplayer.subGoldRatio(whichPlayer, val, during)
hplayer.getGoldRatio(whichPlayer)
hplayer.diffLumberRatio(whichPlayer, diff, during)
hplayer.setLumberRatio(whichPlayer, val, during)
hplayer.addLumberRatio(whichPlayer, val, during)
hplayer.subLumberRatio(whichPlayer, val, during)
hplayer.getLumberRatio(whichPlayer)
hplayer.diffExpRatio(whichPlayer, diff, during)
hplayer.setExpRatio(whichPlayer, val, during)
hplayer.addExpRatio(whichPlayer, val, during)
hplayer.subExpRatio(whichPlayer, val, during)
hplayer.getExpRatio(whichPlayer)
hplayer.diffSellRatio(whichPlayer, diff, during)
hplayer.setSellRatio(whichPlayer, val, during)
hplayer.addSellRatio(whichPlayer, val, during)
hplayer.subSellRatio(whichPlayer, val, during)
hplayer.getSellRatio(whichPlayer)
hplayer.getTotalGold(whichPlayer)
hplayer.addTotalGold(whichPlayer, val)
hplayer.getTotalGoldCost(whichPlayer)
hplayer.addTotalGoldCost(whichPlayer, val)
hplayer.getTotalLumber(whichPlayer)
hplayer.addTotalLumber(whichPlayer, val)
hplayer.getTotalLumberCost(whichPlayer)
hplayer.addTotalLumberCost(whichPlayer, val)
hplayer.adjustGold(whichPlayer)
hplayer.adjustLumber(whichPlayer)
hplayer.getGold(whichPlayer)
hplayer.setGold(whichPlayer, gold, u)
hplayer.addGold(whichPlayer, gold, u)
hplayer.subGold(whichPlayer, gold, u)
hplayer.getLumber(whichPlayer)
hplayer.setLumber(whichPlayer, lumber, u)
hplayer.addLumber(whichPlayer, lumber, u)
hplayer.subLumber(whichPlayer, lumber, u)
hplayer.getFoodUsed(whichPlayer)
hplayer.setFoodUsed(whichPlayer, value)
hplayer.getFoodCap(whichPlayer)
hplayer.setFoodCap(whichPlayer, value)
hplayer.getFoodCapCeiling(whichPlayer)
hplayer.setFoodCapCeiling(whichPlayer, value)
</code></pre>
<ul>
<li>[L]<strong>lib\quest.lua</strong></li>
</ul>
<pre><code>hquest.del(q, delay)
hquest.create(options)
hquest.flash()
hquest.setCompleted(q)
hquest.setFailed(q)
hquest.setDiscovered(q)
</code></pre>
<ul>
<li>[L]<strong>lib\rect.lua</strong></li>
</ul>
<pre><code>hrect.alloc(r, name)
hrect.world()
hrect.camera()
hrect.playable()
hrect.create(x, y, w, h, name)
hrect.getName(whichRect)
hrect.getX(whichRect)
hrect.getY(whichRect)
hrect.getWidth(whichRect)
hrect.getHeight(whichRect)
hrect.getMinX(whichRect)
hrect.getMinY(whichRect)
hrect.getMaxX(whichRect)
hrect.getMaxY(whichRect)
hrect.del(whichRect, delay)
hrect.lock(options)
</code></pre>
<ul>
<li>[L]<strong>lib\shop.lua</strong></li>
</ul>
<pre><code></code></pre>
<ul>
<li>[L]<strong>lib\skill\basic.lua</strong></li>
</ul>
<pre><code>hskill.avoid(whichUnit)
hskill.invulnerable(whichUnit, during, effect)
hskill.invulnerableRange(x, y, radius, filter, during, effect)
hskill.pause(whichUnit, during, pauseColor)
hskill.invisible(whichUnit, during, transition, effect)
hskill.visible(whichUnit, during, transition, effect)
hskill.modelEffect(whichUnit, whichAbility, abilityLevel, during)
hskill.diy(options)
</code></pre>
<ul>
<li>[L]<strong>lib\skill\complex.lua</strong></li>
</ul>
<pre><code>hskill.knocking(options)
hskill.split(options)
hskill.broken(options)
hskill.swim(options)
hskill.silent(options)
hskill.unarm(options)
hskill.fetter(options)
hskill.bomb(options)
hskill.lightningChain(options)
hskill.crackFly(options)
hskill.rangeSwim(options)
hskill.whirlwind(options)
hskill.leap(options)
hskill.leapPaw(options)
hskill.leapRange(options)
hskill.leapReflex(options)
hskill.rectangleStrike(options)
</code></pre>
<ul>
<li>[L]<strong>lib\skill\damage.lua</strong></li>
</ul>
<pre><code>local _damageTtg(targetUnit, damage, fix, rgb, speed)
hskill.damage(options)
hskill.damageStep(options)
hskill.damageRange(options)
hskill.damageGroup(options)
</code></pre>
<ul>
<li>[L]<strong>lib\skill\ring.lua</strong></li>
</ul>
<pre><code>hring.check(id)
hring.insert(whichUnit, id, level)
hring.remove(whichUnit, id)
</code></pre>
<ul>
<li>[L]<strong>lib\skill.lua</strong></li>
</ul>
<pre><code>hskill.getAttribute(abilityId)
hskill.addProperty(whichUnit, abilityId, level)
hskill.subProperty(whichUnit, abilityId, level)
hskill.getName(abilityId)
hskill.add(whichUnit, abilityId, level, during)
hskill.set(whichUnit, abilityId, level, during)
hskill.del(whichUnit, abilityId, delay)
hskill.forever(whichUnit, abilityId)
hskill.has(whichUnit, abilityId)
hskill.setCoolDown(whichUnit, abilityID, coolDown)
</code></pre>
<ul>
<li>[L]<strong>lib\slk.lua</strong></li>
</ul>
<pre><code>hslk.i2v(id, ...)
hslk.n2v(name)
hslk.n2i(name)
hslk.classIds(class)
hslk.typeIds(t)
hslk.misc(...)
</code></pre>
<ul>
<li>[L]<strong>lib\sound.lua</strong></li>
</ul>
<pre><code>hsound.voiceCreate(path, duration, is3D, channel, volume, pitch)
hsound.voice(s)
hsound.voice2Player(s, whichPlayer)
hsound.voice2Unit(s, volumePercent, u)
hsound.voice2XYZ(s, x, y, z)
hsound.voice2Rect(s, whichRect, during)
hsound.bgmStop(whichPlayer)
hsound.bgm(musicFileName, whichPlayer)
hsound.bgmVolume(percent, whichPlayer)
</code></pre>
<ul>
<li>[L]<strong>lib\sync.lua</strong></li>
</ul>
<pre><code>hsync.key()
hsync.mix(key, array)
hsync.call(key, callback, array)
hsync.init()
hsync.send(key, array)
hsync.onSend(key, callback)
</code></pre>
<ul>
<li>[L]<strong>lib\textTag.lua</strong></li>
</ul>
<pre><code>htextTag.del(ttg, delay)
htextTag.create(msg, size, color, opacity, during)
htextTag.create2XY(x, y, msg, size, color, opacity, during, zOffset)
htextTag.create2Unit(u, msg, size, color, opacity, during, zOffset)
htextTag.createFollowUnit(u, msg, size, color, opacity, during, zOffset)
htextTag.getSize(ttg)
htextTag.getColor(ttg)
htextTag.getMsg(ttg)
htextTag.getOpacity(ttg)
htextTag.getDuring(ttg)
htextTag.setVelocity(ttg, xSpeed, ySpeed)
htextTag.style(ttg, showType, xSpeed, ySpeed)
htextTag.model(options)
</code></pre>
<ul>
<li>[L]<strong>lib\texture.lua</strong></li>
</ul>
<pre><code>htexture.cinematicFilterGeneric(duration, bmode, tex, red0, green0, blue0, trans0, red1, green1, blue1, trans1)
htexture.mark(path, during, whichPlayer, red, green, blue)
htexture.alertCircle(diameter, x, y, during, token, color)
</code></pre>
<ul>
<li>[L]<strong>lib\time.lua</strong></li>
</ul>
<pre><code>htime.clock()
htime.his()
htime.timerInPool()
htime.timerInKernel(period, yourFunc, isInterval)
htime.kernelInfo(t)
htime.getSetTime(t)
htime.getRemainTime(t)
htime.getElapsedTime(t)
htime.pause(t)
htime.resume(t)
htime.delTimer(t)
htime.setTimeout(frequency, yourFunc, title)
htime.setInterval(frequency, yourFunc, title)
</code></pre>
<ul>
<li>[L]<strong>lib\unit.lua</strong></li>
</ul>
<pre><code>hunit.getAvatar(uOrId)
hunit.getSight(uOrId)
hunit.getNSight(uOrId)
hunit.getAttackSides1(uOrId)
hunit.getMaxLife(u)
hunit.getCurLife(u)
hunit.setCurLife(u, val)
hunit.addCurLife(u, val)
hunit.subCurLife(u, val)
hunit.getMaxMana(u)
hunit.getCurMana(u)
hunit.setCurMana(u, val)
hunit.addCurMana(u, val)
hunit.subCurMana(u, val)
hunit.getCurLifePercent(u)
hunit.setCurLifePercent(u, val)
hunit.getCurManaPercent(u)
hunit.setCurManaPercent(u, val)
hunit.addExp(u, val, showEffect)
hunit.setPeriod(u, life)
hunit.getPeriod(u)
hunit.getPeriodRemain(u)
hunit.setFacing(u, facing)
hunit.getFacing(u)
hunit.show(u)
hunit.hide(u)
hunit.pause(u)
hunit.resume(u)
hunit.x(u)
hunit.y(u)
hunit.z(u)
hunit.enablePunish(u)
hunit.disablePunish(u)
hunit.setInvulnerable(u, flag)
hunit.setAnimateSpeed(whichUnit, speed, during)
hunit.setRGBA(whichUnit, red, green, blue, opacity, during)
hunit.delRGBA(whichUnit, buffKey)
hunit.resetRGBA(whichUnit)
hunit.getOwner(whichUnit)
hunit.portal(whichUnit, x, y, facing)
hunit.animate(whichUnit, animate)
hunit.embed(u, options)
hunit.create(options)
hunit.getId(uOrId)
hunit.getName(u)
hunit.getUserData(u)
hunit.setUserData(u, val, during)
hunit.setColor(u, color)
hunit.del(targetUnit, delay)
hunit.kill(targetUnit, delay)
hunit.exploded(targetUnit, delay)
hunit.setCanFly(u)
hunit.getFlyHeight(u)
hunit.setFlyHeight(u, height, speed)
</code></pre>
<ul>
<li>[L]<strong>lib\weather.lua</strong></li>
</ul>
<pre><code>hweather.del(w, delay)
hweather.create(options)
</code></pre>
<ul>
<li>[L]<strong>slk\pilot.lua</strong></li>
</ul>
<pre><code>_ability(_v)
_item(_v)
_unit(_v)
_buff(_v)
_upgrade(_v)
_attr(_v)
_xtras(_v)
_ring(_v)
_onSkillStudy(_v)
_onSkillEffect(_v)
_onItemGet(_v)
_onItemUsed(_v)
_onRing(_v)
</code></pre>
<ul>
<li>[L]<strong>slk\setter.lua</strong></li>
</ul>
<pre><code>F6V_I_SYNTHESIS(formula)
local F6_RING(_v)
F6V_A(_v)
F6V_U(_v)
F6V_COURIER_SKILL()
F6V_I_CD(_v)
F6V_I_SHADOW(_v)
F6V_I(_v)
F6V_B(_v)
F6V_UP(_v)
</code></pre>
<ul>
<li>[L]<strong>slk\slk.lua</strong></li>
</ul>
<pre><code>hslk_init()
local hslk_cli_set(_v)
hslk_conf(conf)
hslk_ability(_v)
hslk_ability_empty(_v)
hslk_ability_ring(_v)
hslk_unit(_v)
hslk_hero(_v)
hslk_courier(_v)
hslk_item_synthesis(formula)
hslk_item(_v)
hslk_item_fleeting(Name, file, modelScale, moveHeight)
hslk_buff(_v)
hslk_upgrade(_v)
</code></pre>
<ul>
<li>[B]slk\system.lua</li>
</ul>

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